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Messages - andreholzmeister

Pages: [1] 2
1
[Max] Daily Builds / Re: Daily builds version 2
« on: 2018-06-10, 10:23:56 »
Trying to animate the Corona Camera target distance by the value slider and keep getting crashes after frame 3... 

2
Gallery / Re: strawberry
« on: 2014-10-07, 21:40:16 »
Very nice Dubi! The shader is very realistic!

3
Gallery / Re: Rise of the Viking
« on: 2014-10-07, 00:45:56 »

4
Gallery / Rise of the Viking
« on: 2014-10-07, 00:44:57 »
This old personal study became later a warrior for FLAG identities, and because of that it was under NDA. In FLAG Ids, it was used with sahding only, with no UVs necessary, it had diferent balck shaders, playing with high reflective materials to very low reflections.

A couple years after I decided to polypaint it in Zbrush, but the model was already decimated, and very hard to open UVs for all the parts. So I made a BPR render inside zbrush and came out with a nice render indeed, but I did not like some of them, like some of the metals and the rocks in the bottom. So I said I would go back to it as soon as there was a way to render the polypaint in Vray or keyshot, which I was hoping with the integration of zbrush and keyshot, but it still not happend, as Zbrush 4R7 is not out yet... But, Remus Juncu scripted a way to impor vertex color from zbrush polypaint and I saw the oportunity to render this UVless model.

I separeted the model in similar shaders groups inside zbrush, ex: metals in one group, leather in other, skin in othe, hairs , etc... So I imported them in Max and used the approach in Remus' video. I was blazing fast to setup this in Corona, no more than a couple hours, Lighting included.

What took me a bit more time was separating a few objects and UVmapping them, like the wood part of the right hand axe, and its metal part for a extra fine bump, and i did this later for many parts, the extra fine bump was necessary as I was rendering this in 7K and the model was decimated. I would say 97% of the diffuse is vertex color and 30% of the parts have extra bump.

Photoshop work was hard, I added many paint over technics, added details to the whole skin, metals, leather, fabrics, as well as the blood work. Also, I hand painted hairs where it was needed.

It is about 3 years old model, and a curios fact is that there was no fibermesh back then, and all the hairs were exported from 3dsmax hair, when fibermesh came out I remade all the hairs as it gave me a better look for this particular project. So it is all fibermesh now exported from zbrush as mesh.

Other curiosity was that the model with most of the sculpting done, was broght to its lower subd in Zbrush and exported to max piece by piece and rigged to pose it, than, exported the posed mesh to obj and when imported in zbrush it updates the mesh in the new pose, preety much what GoZ does automatically, it was very tedious, Thanks Pixologic to make my life easier today!
After the pose I added all the damage and minor details, had to decimate as I was compleating each piece so Zbrush could handle the high polycoint of this file.

It was rendered in 3Dsmax with Corona Renderer, this renderer is awesome, great quality in such low rendertimes! The full 7K render I set to 4 hours and it gave me this result, 32 million polys, did not see any AA or GI sampling problems, probably was good enough at 2 hours timeframe, but I did not stay looking.










<iframe src="//player.vimeo.com/video/108164863" width="910" height="710" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>

5
Gallery / Chespirito and Pulp Fiction Tribute
« on: 2014-07-28, 18:16:33 »




Some fun with Corona! Inspired by Chris Sharron´s design of Extra Pulp illustration

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Gallery / Re: Ice Cream
« on: 2014-07-28, 18:06:33 »
Really nice! It would greatly benefit from the new SSS feature.

7
[Max] Feature Requests / Re: The most wanted feature?
« on: 2014-06-24, 03:34:53 »
Of course isosurfaces is not a priority feature, but it is very interesting and it looks like there is no render out there featuring this natively. My votes goes for SSS, hair shader, and better gi with low flickering for animation, since I am a character animation driven artist.


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[Max] Feature Requests / Re: The most wanted feature?
« on: 2014-06-11, 03:40:05 »
I would like to see ISO surfaces in Corona such as the old Vray plugin:


9
[Max] Resolved Feature Requests / Re: ISO Surfaces
« on: 2014-03-25, 05:01:42 »
The way that it was done by the Vray plugin, was a modifier, that interpreted the texture much like a shader i guess... I believe it is a very old feature in renderman, it works like a boolean shader, I always tought it was just achieved by a shader, but when I was searching for it a few days ago, I found that there was a modifier involved... Mentalray had one too called solid volume, here is an old example: http://www.maxforums.org/threads/_mr_solid_volume_shader/0001.aspx

The mentalray one looks like it was done only by the shader itself... I saw something

Some ancient POVray stuff too http://home.no/t-o-k/povray/Isosurface-Rotated_Noise.jpg

I found something about cinema 4D too, but cant find it anymore...

10
[Max] Resolved Feature Requests / ISO Surfaces
« on: 2014-03-25, 03:53:14 »
A few years ago there were a plugin for VRay to create complex ISO surfaces out of procedural textures, it feels weird that nobody talks about this anymore, and that this feature is not present in most renderers of today...

Is it possible to have it on Corona? It is such a great feature and hard to achieve I believe...

Here are some examples of the past:




11
Gallery / Re: Jason
« on: 2013-09-28, 06:01:47 »
Thank you guys, I will probably create a background for him later, in the woods at moon light, pleases me, just too much on my table right now, but as soon as I have the time I will be jumping at it...

12
General CG Discussion / Re: Vray 3.0 open beta
« on: 2013-09-27, 07:17:38 »
Well I belive that 5 render nodes per workstation license would be reasonable, just one is kind of a bad joke...
Arnold itself is a bad joke when coming to its nodes politics... people use it because there are not so many fast and reliable options out there, Corona seams to be a great player in a near future, just need to go to the popular entertainment packages such as maya too, then Arnold and Vray should be scared...

13
Gallery / Re: Chris´ Gallery - animations | stills
« on: 2013-09-26, 10:09:58 »
Man this render is very realistic, speccially the vegetation, what is giving away the CG is the size of the catterpillar, it lloks like the size of a dog to me, I believe this is intentional, anyways as far as there is no debries animation beneth the animal as it moves, and the way it lifts up very fast, makes the shot a lot CG like, but the render is very nice in my opinion.


14
Gallery / Re: bedroom
« on: 2013-09-26, 08:59:09 »
Just made quick test with a box and a plane, they were unfused when I drop a no round corner enabled material on the plane... weird you are having this issue

15
[Max] Resolved Feature Requests / Re: Round Corners _ Edges
« on: 2013-09-26, 08:54:37 »
Ha, I just found it, sorry for my idiotic request ;)

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